fix efb copy shaders
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9f4a616f2e
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e259343275
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@ -484,7 +484,7 @@ TextureCache::TextureCache()
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"void main(){\n"
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"void main(){\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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" texcol = round(texcol * colmat[5]) * colmat[6];\n"
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" texcol = round(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = mat4(colmat[0], colmat[1], colmat[2], colmat[3]) * texcol + colmat[4];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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"}\n";
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const char *pDepthMatrixProg =
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const char *pDepthMatrixProg =
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@ -497,7 +497,7 @@ TextureCache::TextureCache()
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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" vec4 EncodedDepth = fract((texcol.r * (16777215.0f/16777216.0f)) * vec4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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" vec4 EncodedDepth = fract((texcol.r * (16777215.0f/16777216.0f)) * vec4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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" texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * vec4(255.0f,255.0f,255.0f,15.0f)) / vec4(255.0f,255.0f,255.0f,15.0f);\n"
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" texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * vec4(255.0f,255.0f,255.0f,15.0f)) / vec4(255.0f,255.0f,255.0f,15.0f);\n"
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" ocol0 = mat4(colmat[0], colmat[1], colmat[2], colmat[3]) * texcol + colmat[4];"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
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"}\n";
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"}\n";
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